Removed trait AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
* Removed trait AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS (#6078) * Added check for gamepad support * Skip tests that rely on gamepad support on platforms that dont support it * Use GTEST_SKIP(() if available, otherwise just use SUCCEED() Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
This commit is contained in:
@@ -29,6 +29,13 @@ namespace InputUnitTests
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////////////////////////////////////////////////////////////////////////////////////////////////
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class InputTest : public ScopedAllocatorSetupFixture
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{
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public:
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InputTest() : ScopedAllocatorSetupFixture()
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{
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// Many input tests are only valid if the GamePad device is supported on this platform.
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m_gamepadSupported = InputDeviceGamepad::GetMaxSupportedGamepads() > 0;
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}
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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void SetUp() override
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@@ -46,6 +53,7 @@ namespace InputUnitTests
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////////////////////////////////////////////////////////////////////////////////////////////
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AZStd::unique_ptr<InputSystemComponent> m_inputSystemComponent;
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bool m_gamepadSupported;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -78,12 +86,17 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_ActivateDeactivate_Successfull)
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#else
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TEST_F(InputTest, InputContext_ActivateDeactivate_Successfull)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_ActivateDeactivate_Successfull";
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#else
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SUCCEED() << "Skipping test InputContext_ActivateDeactivate_Successfull";
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#endif
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return;
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}
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// Create an input context (they are inactive by default).
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InputContext inputContext("TestInputContext");
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@@ -148,12 +161,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_AddRemoveInputMapping_Successfull)
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#else
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TEST_F(InputTest, InputContext_AddRemoveInputMapping_Successfull)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_AddRemoveInputMapping_Successfull";
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#else
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SUCCEED() << "Skipping test InputContext_AddRemoveInputMapping_Successfull";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -256,12 +275,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_ConsumeProcessedInput_Consumed)
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#else
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TEST_F(InputTest, InputContext_ConsumeProcessedInput_Consumed)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_ConsumeProcessedInput_Consumed";
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#else
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SUCCEED() << "Skipping test InputContext_ConsumeProcessedInput_Consumed";
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#endif
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return;
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}
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InputContext::InitData initData;
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// Create a high priority input context that consumes input processed by any of its mappings.
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@@ -340,12 +365,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_FilteredInput_Mapped)
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#else
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TEST_F(InputTest, InputContext_FilteredInput_Mapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_FilteredInput_Mapped";
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#else
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SUCCEED() << "Skipping test InputContext_FilteredInput_Mapped";
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#endif
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return;
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}
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// Create an input context that initially only listens for keyboard input.
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InputContext::InitData initData;
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initData.autoActivate = true;
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@@ -413,12 +444,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingOr_AddRemoveSourceInput_Successful)
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#else
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TEST_F(InputTest, InputMappingOr_AddRemoveSourceInput_Successful)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingOr_AddRemoveSourceInput_Successful";
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#else
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SUCCEED() << "Skipping test InputMappingOr_AddRemoveSourceInput_Successful";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -491,12 +528,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingOr_SingleSourceInput_Mapped)
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#else
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TEST_F(InputTest, InputMappingOr_SingleSourceInput_Mapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingOr_SingleSourceInput_Mapped";
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#else
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SUCCEED() << "Skipping test InputMappingOr_SingleSourceInput_Mapped";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -558,12 +601,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingOr_MultipleSourceInputs_Mapped)
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#else
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TEST_F(InputTest, InputMappingOr_MultipleSourceInputs_Mapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingOr_MultipleSourceInputs_Mapped";
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#else
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SUCCEED() << "Skipping test InputMappingOr_MultipleSourceInputs_Mapped";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -650,12 +699,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingAnd_AddRemoveSourceInput_Successful)
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#else
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TEST_F(InputTest, InputMappingAnd_AddRemoveSourceInput_Successful)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingAnd_AddRemoveSourceInput_Successful";
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#else
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SUCCEED() << "Skipping test InputMappingAnd_AddRemoveSourceInput_Successful";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -728,12 +783,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingAnd_SingleSourceInput_Mapped)
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#else
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TEST_F(InputTest, InputMappingAnd_SingleSourceInput_Mapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingAnd_SingleSourceInput_Mapped";
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#else
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SUCCEED() << "Skipping test InputMappingAnd_SingleSourceInput_Mapped";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -795,12 +856,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputs_Mapped)
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#else
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TEST_F(InputTest, InputMappingAnd_MultipleSourceInputs_Mapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputs_Mapped";
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#else
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SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputs_Mapped";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -909,12 +976,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged)
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#else
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TEST_F(InputTest, InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged";
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#else
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SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -969,12 +1042,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped)
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#else
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TEST_F(InputTest, InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped";
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#else
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SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -23,7 +23,6 @@
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#define AZ_TRAIT_DISABLE_FAILED_FRAMEWORK_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_GRADIENT_SIGNAL_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_MULTIPLAYER_GRIDMATE_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_NATIVE_WINDOWS_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_PROCESS_LAUNCHER_TESTS true
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#define AZ_TRAIT_DISABLE_FAILED_EMOTION_FX_TESTS true
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